









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 11 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 11 on the 3rd Flare 122nd year of Ascendancy at 05:11 / 2Killed by shadow at level 11 on the 3rd Flare 122nd year of Ascendancy at 05:18 |
Primary Stats
| Strength | 27 (base 26) |
| Dexterity | 12 (base 11) |
| Constitution | 24 (base 20) |
| Magic | 32 (base 25) |
| Willpower | 13 (base 10) |
| Cunning | 11 (base 10) |
Resources
| Life | -32/325 |
| Positive | 64/80 |
| Stamina | 138/138 |
| Healing Factor | 1.2082474226804 |
| Regeneration | 0.3020618556701 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +92.017488376519% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 3 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 24 |
| Crit Chance | 13% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +4% |
| Lightning | +6% |
Offense: Damage Penetration
| Mind | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 11 (60%) |
| Defense | 11 |
| Ranged Defense | 14 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 15 |
| Mental Save | 8 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Light | + 9%( 70%) |
| Darkness | + 18%( 70%) |
| Lightning | + 19%( 70%) |
| Fire | + 13%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Stun Resistance | 21% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The target is poisoned, taking 1.69 nature damage per turn. Poison |
| beneficial effect | Increases global action speed by 21%. Speed |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | scholar's pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +3 Defense +2 (+2 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | radiant iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Runodas (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +2 Mag +1 Con ----- def ----- Defense +1 (+1 eff.) ---------- misc Equi/ret +0.90 Psi/ret +0.90 Hate/ret +0.70 Infravis +3 See.Invis +3 A pointy cloth hat, very wizardly... |
| Tool | Jetrupture the elm wand of conjuration [power 85] (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 10 cooldown 100% to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +23% Pinning- +20% Knockbk- +22% Rings can have magical properties. |
| On fingers | mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings can have magical properties. |
| Around neck | grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
| In main hand | Ce'Ninne (19-30.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Arcane Power 19.0 - 30.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +6.5% Atk.spd 100% Phasing +10% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: ---------- misc Mana/s.crit +1.00 Massive two-handed swords. |
| Main armor | Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Armour +7 Hardiness +30% On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
| Cloak | linen cloak 'Deepsserpent' (8 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% mind Melee Ret 20 mind 8 darkness ----- def ----- Defense +8 (+8 eff.) Resists +9% darkness Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | Tempestspire2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +9% fire +6% lightning Phys.save +5 (+2 eff.) Heal.mod +10% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
copper amulet0.1 T1 amulet jewelry [Normal] Amulets can have magical properties. |
iron battleaxe (14.5-21.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 14.5 - 21.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
iron greatsword (14-22.4 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 14.0 - 22.4 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron mace (13.5-18.9 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
arcing coral trident of massacre (22-35.2 power, 6 apr)3.0 T1 trident 2H weapon [Ego] Arcane/Master Power 22.0 - 35.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +1.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
spellcowled linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +3 Wil +3 Mag ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+5 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +2 (+2 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots of uncanny dodging (3 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +2 (+2 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of constitution (+3) (0 def, 4 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
iron shield (4 def, 2 armour, 8.5-10.2 power, 23 block)7.0 T1 shield armor [Normal] When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +2.5% Block +23 While equipped: ----- def ----- Armour +2 Defense +4 (+4 eff.) Rng.Def +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Handheld deflection devices. |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of focus2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Elf Jack the Shalore Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 01:22 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Elf Jack the Shalore Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 19:52 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Elf Jack the Shalore Sun Paladin level 9
7th Mirth 122nd year of Ascendancy at 09:20 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Elf Jack the Shalore Sun Paladin level 11
3rd Flare 122nd year of Ascendancy at 05:11 see stats
Log
Elf Jack hits Sick wolf for 8 darkness, 19 mind (27 total damage).
Shadow hits Elf Jack for (31 absorbed), 0 physical (0 total damage).
Sick wolf hits Elf Jack for (4 absorbed), 0 physical (0 total damage).
Deformed poison ivy resists the mind attack!
Eilinivena the sick warg uses Infusion: Healing.
Deformed poison ivy hits Elf Jack for 1 nature damage.
Elf Jack hits Deformed poison ivy for 8 darkness, 10 mind (18 total damage).
Eilinivena the sick warg receives 61 healing from Infusion: Healing.
Poison from Deformed poison ivy hits Elf Jack for 1 nature damage.
Gloomy white wolf's creeping dark hits The Withering Thing for 6 darkness damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits Elf Jack for 47 fire damage.
Sick wolf resists the mind attack!
Gloomy dire wolf resists the mind attack!
Elf Jack hits Gloomy dire wolf for 8 darkness, 10 mind (18 total damage).
Elf Jack hits Sick wolf for 8 darkness, 9 mind (17 total damage).
Gloomy dire wolf hits Elf Jack for 5 physical damage.
Sick wolf hits Elf Jack for 4 physical damage.
Elf Jack casts Grace of the Eternals.
Elf Jack speeds up.
Elf Jack moves reluctantly!
Deformed poison ivy misses Elf Jack.
Sick giant rabbit is no longer evading attacks.
Eilinivena the sick warg recovers sight.
Talent Path of the Sun is ready to use.
Poison from Deformed poison ivy hits Elf Jack for 1 nature damage.
Ritch flamespitter recovers sight.
Shadow casts Shadow Lightning.
Saving game...



































































